Thanks so much for watching! By the time you're done, it should look something like this. local deb = false game.Workspace.CutscenePart.Touched:Connect(function(hit) if deb == false and game.Players:GetPlayerFromCharacter(hit.Parent) then deb = true wait(.5) script.Parent.Visible = true script.Parent.Text = "Your dialogue 1" wait(3) script.Parent.Text = "Your dialogue 2" wait(3) script.Parent.Text = "Your dialogue 3 script.Parent.Visible = false wait(1) deb = false end end) Please forgive me for messing up! Here's a solution to many of your problems. Enjoy! :)
Hey so I was wondering if you could make a video on how to do this but with camera angles, and an animation that only plays when a button is pressed. And the animation is on the player, not an npc. So basically, you press the button, the animation and camera happen and it’s all with your player.
basically roblox has this feature where you can focus the camera on a certain part and like it will fixed on that position and you can create multiple for it to move around and like if they press a button just make the animation id play. im not really a good coder i make terrible games but thats basically what u gotta do
maybe just make pre rendered characters for them to play as or the much easier way to just put the characters model like from the already pro plugin, then make animations on a rig for them
idk if anyone else has been having this problem but the animations for the dummies play right when the game starts instead of when the object has been hit local animation = script:WaitForChild('Animation') local humanoid = script.Parent:WaitForChild('Humanoid') local Animate = humanoid:LoadAnimation(animation) Animate:Play()
local deb = false local animation = script:WaitForChild('Animation') local humanoid = script.Parent:WaitForChild('Humanoid') local Animate = humanoid:LoadAnimation(animation) game.Workspace.CutscenePart.Touched:Connect(function(hit) if deb == false and game.Players:GetPlayerFromCharacter(hit.Parent) then deb = true wait(.5) Animate:Play() wait(6) Animate:Stop() deb = false end end) This should work
Can you make a video on how to make a cutscene which is always different for each player? What i mean, is that for example an among us ejected cutscene where you get ejected, how to make it so the player always sees his skin in the cutscene instead of a set one in the script?
I dont know if you are past this already, but if you want the character to see his skin, maybe try finding a tutorial where the player will only see his avatar on a rig, and others will see theirs.
yo dude, i know this video is 6 months old and i dont even think youre still on youtube, but just incase i wanna ask something, whenever i generate my cutscene it says "cutscene will play once player joins" (it doesnt even play when a player joins) and nothing new pops up in the starterplayer folder thing, Idk if its a plugin problem because i followed every one of your tutorials and it still wont work. Is there anyway to fix this? please help EDIT : i figured it out, you need to turn script injection to true (go to plugins -> manage plugins -> find codes otaku cutscene -> press 3 dots -> turn on script injection
hey dude, in am in great need of a cutscene thingy that loads youre character onto the dummy. so that i can make cutscenes for my horror game im working on :)
I tried making the cutscene without and animation and the dialogue still refuses to work or show on screen, the script says there are lots of mistakes such as the deb
does this script make it so that it only shows up the first time you walk in or does it happen everytime if it happens everytime could you do a tut for it to only happen once
local function regionPaintPart(p, yC, padding) --[[each part is divided into smaller regions (each with a size of 4x4 studs) since some parts are rotated and regions cant be rotated]] padding = padding or 0 local s = p.Size+Vector3.new(padding*2,0,padding*2) for x=1, s.X/3 do for z=1, s.Z/3 do if ((z+x)%200)==0 then wait() end local p2c = CFrame.new(p.CFrame:PointToWorldSpace(Vector3.new(x*3,yC,z*3)-Vector3.new(s.X/2,0,s.Z/2))) local p2s = Vector3.new(5,5,5) local r = Region3.new(p2c:PointToWorldSpace(-Vector3.new(p2s.X/2,5,p2s.Z/2)), p2c:PointToWorldSpace(Vector3.new(p2s.X/2,5,p2s.Z/2))) workspace.Terrain:ReplaceMaterial(r:ExpandToGrid(4) ,4,Enum.Material.Grass, Enum.Material.LeafyGrass) end end end local function FixGrassPart(p, pad) regionPaintPart(p, 0, pad) end local function FixAllGrassParts(pad) for _, v in pairs(workspace:GetDescendants()) do if v:IsA("BasePart") and not v:IsA("MeshPart") and not v:IsA("Terrain") and v.Size.Y < 10 then print(v) if (_%100)==0 then wait() --[[Waits every 100 parts so it doesn't freeze studio]] end FixGrassPart(v, pad) end end print('FINISHED') end wait() FixAllGrassParts(2)
**IMPORTANT** the code is not working because it is outdated, a couple months ago "deb" worked as the short form of "debug" however now in all places that have "deb" you have to change it to "debug" also text 3 will not appear because there is no wait time between text three and the end, AND there is no " at the end of text three to save you time, the proper script would be local debug = false game.Workspace.CutscenePart.Touched:Connect(function(hit) if debug == false and game.Players:GetPlayerFromCharacter(hit.Parent) then debug = true wait(.5) script.Parent.Visible = true script.Parent.Text = "Your dialogue 1" wait(3) script.Parent.Text = "Your dialogue 2" wait(3) script.Parent.Text = "Your dialogue 3" wait(3) script.Parent.Visible = false wait(1) debug = false end end)
btw "CutscenePart" has to be the object that u want the cutscene to be triggered by. it has to be called "CutscenePart" even if 1 of the letters are not capital it will now work
hello tysm but the cutscene still doesn't work because I don't know how to trigger it and he didn't explain it do I need to script it or what because he only tells us to put the part down and then we do nothing with it. so pls respond..
Thanks so much for watching! By the time you're done, it should look something like this.
local deb = false
game.Workspace.CutscenePart.Touched:Connect(function(hit)
if deb == false and game.Players:GetPlayerFromCharacter(hit.Parent) then
deb = true
wait(.5)
script.Parent.Visible = true
script.Parent.Text = "Your dialogue 1"
wait(3)
script.Parent.Text = "Your dialogue 2"
wait(3)
script.Parent.Text = "Your dialogue 3
script.Parent.Visible = false
wait(1)
deb = false
end
end)
Please forgive me for messing up! Here's a solution to many of your problems. Enjoy! :)
you forgot an " at the end of your dialogue 3
@@sn0rlaxstudio545 oh yeah thanks that was why my script wasn't working
i still dont know some stuff
It still wont work for me and i followed all your steps 😢
@@tinyturtle280 same
why is this guy good at making 20 minute long scripting videos into 1 minute long scripting videos
I'm making a new game and this video helped me a lot thanks I subscribed because you deserve it
Your videos are so on time, I have a WW2 project im starting soon, and I was planning to make a mini movie with models in blender 👍
glad i could help! 😃
@@Pondaroni Is there a way that I can make it so in the animation the dummy moves?
I thought you meant school project. I thought u was a bout to submit a roblox movie to ur teacher.
@@saltsalted1528 Nah, just a like a model simulation of like Hiroshima and Nagasaki or something life that
Hey so I was wondering if you could make a video on how to do this but with camera angles, and an animation that only plays when a button is pressed. And the animation is on the player, not an npc.
So basically, you press the button, the animation and camera happen and it’s all with your player.
agreed
basically roblox has this feature where you can focus the camera on a certain part and like it will fixed on that position and you can create multiple for it to move around and like if they press a button just make the animation id play. im not really a good coder i make terrible games but thats basically what u gotta do
pretty sure this is how games get their first person or other type of camera but they make it so the thing moves to the cursor position
The is a plugin called Codes Otaku Editor
did you figure it out?
How to make a cutscene but Dummy A is the player so the player haves a cutscene (and is animated) and dummy B is the players friend.
maybe just make pre rendered characters for them to play as or the much easier way to just put the characters model like from the already pro plugin, then make animations on a rig for them
idk if anyone else has been having this problem but the animations for the dummies play right when the game starts instead of when the object has been hit
local animation = script:WaitForChild('Animation')
local humanoid = script.Parent:WaitForChild('Humanoid')
local Animate = humanoid:LoadAnimation(animation)
Animate:Play()
local deb = false
local animation = script:WaitForChild('Animation')
local humanoid = script.Parent:WaitForChild('Humanoid')
local Animate = humanoid:LoadAnimation(animation)
game.Workspace.CutscenePart.Touched:Connect(function(hit)
if deb == false and game.Players:GetPlayerFromCharacter(hit.Parent) then
deb = true
wait(.5)
Animate:Play()
wait(6)
Animate:Stop()
deb = false
end
end)
This should work
me too ):
@@Caslavv LIFE SAVER! thank you so much. I couldn't get my animation to play until I used this.
@@redgolemsupergamer1524 you welcome 😅
I just used chatGPT to fix it, and it made it so that it only activates when the player character touches it.
If your reading this
the camera and animation dosent work only the text works
Can you make a video on how to make a cutscene which is always different for each player? What i mean, is that for example an among us ejected cutscene where you get ejected, how to make it so the player always sees his skin in the cutscene instead of a set one in the script?
I dont know if you are past this already, but if you want the character to see his skin, maybe try finding a tutorial where the player will only see his avatar on a rig, and others will see theirs.
still no, how do i make it so the animation just plays after its touched, it plays before the cutscene plays.
yo dude, i know this video is 6 months old and i dont even think youre still on youtube, but just incase i wanna ask something, whenever i generate my cutscene it says "cutscene will play once player joins" (it doesnt even play when a player joins) and nothing new pops up in the starterplayer folder thing, Idk if its a plugin problem because i followed every one of your tutorials and it still wont work. Is there anyway to fix this? please help
EDIT : i figured it out, you need to turn script injection to true (go to plugins -> manage plugins -> find codes otaku cutscene -> press 3 dots -> turn on script injection
How to you make a a single rig to do a animation when a part is touched with no dialogue? 😅
Hey great vid but i was just wondering how to do the cutscene activation part since it does'nt work for me=)
same
How to make it so it the text doesn't appear all at once but it kinda types it out if uk.
make it so it only appears for the one player who touched the certian part instead of all the players
just do a local script??
dialogue doesnt pop up
and he is already doing the animation before the cutscene
pretty sure you can somehow put a wait on the animation but im not completely sure
you need to put then at the end
I dare you to make a light generator which is to fix the lights to be turned on once again
how do you make it not show for all the people in your server, cause its a problem
i did it all but my NPC's disappeared. i can see the faces but the actual characters vanished?? im so confused
Help me I try stepping on the part it doesn't work nothing happens
hey dude, in am in great need of a cutscene thingy that loads youre character onto the dummy. so that i can make cutscenes for my horror game im working on :)
NO SUB NO FUN only for
Pondaroni
LIKE NUMBER 1K!
I tried making the cutscene without and animation and the dialogue still refuses to work or show on screen, the script says there are lots of mistakes such as the deb
me too
but where's the camera
When I touched the part it did nothing
Please tell me what I did wrong
hey. i need help cuz i dont know how to have a moon animator animatoin inside of the cutscene. i can make a cutscene but i want npcs
Still doesn't do anything when I touch it
Can you show us how to make it work just once? I have a part but he caracter remains there and the dialogue continue
Ok, now how did you make the camera system?
when i generate script it doesnt go to StarterPlayerScripts. pls tell me how to fix
when I walk into the cutscene part, nothing happens, it was working before I changed the script to the new one
THE DIALOGUE WONT SHOW
how to make it only happen once?
Yo can you make a animation and it puts a screen gui saying "The end" when the animation finishes
Bruh the animation trigegr doesnt work for me
How do I make it so when I press the skip button on an animation it never shows again?
just make the trigger parts canTouch to false when you press the button
i have a question. How do i put any player who joins the game as the person in the cutscene without importing their username?
Still just plays when I join, please help.
does this script make it so that it only shows up the first time you walk in or does it happen everytime if it happens everytime could you do a tut for it to only happen once
it still doesnt work lol
im probably rlly bad
the text still doesnt work
for me it aint working 😭 😭
how i put the anim🤬🤬🤬🤬🤬🤬
bro is too funny and thx
Hey! Thank you for making this video but how do I make it so the player is there instead of the dummy when you play the game animation thing? Thanks!
did you ever figure this out? Im wondering as well
@@hermit7389 Sadly, no. I still don't know.
Hey! wondering if you would help me in a game on roblox I'm working on.
For me it’s not workong
its still not working
ty i sub
IT DID NOT WORK
WHY
HOW I ADD AUDIO 😡👌
oh fu-
i closed roblox studio
my stuff isnt working =( (make discord server)
add then after (hit.Parent) so it would look like if deb == false and game.Players:GetPlayerFromCharacter(hit.Parent) then
@@HyperPanda6793 i dont gwt why are you trying to say. For me when i press the button the animation works but the dialogues dont
@@horrorstories5687 Im not sure, i wrote that 2 months ago and I forgor
epik
i got in it yay :))))))
local function regionPaintPart(p, yC, padding)
--[[each part is divided into smaller regions (each with a size of 4x4 studs) since some parts are rotated and regions cant be rotated]]
padding = padding or 0
local s = p.Size+Vector3.new(padding*2,0,padding*2)
for x=1, s.X/3 do
for z=1, s.Z/3 do
if ((z+x)%200)==0 then
wait()
end
local p2c = CFrame.new(p.CFrame:PointToWorldSpace(Vector3.new(x*3,yC,z*3)-Vector3.new(s.X/2,0,s.Z/2)))
local p2s = Vector3.new(5,5,5)
local r = Region3.new(p2c:PointToWorldSpace(-Vector3.new(p2s.X/2,5,p2s.Z/2)), p2c:PointToWorldSpace(Vector3.new(p2s.X/2,5,p2s.Z/2)))
workspace.Terrain:ReplaceMaterial(r:ExpandToGrid(4) ,4,Enum.Material.Grass, Enum.Material.LeafyGrass)
end
end
end
local function FixGrassPart(p, pad)
regionPaintPart(p, 0, pad)
end
local function FixAllGrassParts(pad)
for _, v in pairs(workspace:GetDescendants()) do
if v:IsA("BasePart") and not v:IsA("MeshPart") and not v:IsA("Terrain") and v.Size.Y < 10 then
print(v)
if (_%100)==0 then
wait() --[[Waits every 100 parts so it doesn't freeze studio]]
end
FixGrassPart(v, pad)
end
end
print('FINISHED')
end
wait()
FixAllGrassParts(2)
**IMPORTANT**
the code is not working because it is outdated, a couple months ago "deb" worked as the short form of "debug"
however now in all places that have "deb" you have to change it to "debug" also text 3 will not appear because there is no wait time between text three and the end, AND there is no " at the end of text three
to save you time, the proper script would be
local debug = false
game.Workspace.CutscenePart.Touched:Connect(function(hit)
if debug == false and game.Players:GetPlayerFromCharacter(hit.Parent) then
debug = true
wait(.5)
script.Parent.Visible = true
script.Parent.Text = "Your dialogue 1"
wait(3)
script.Parent.Text = "Your dialogue 2"
wait(3)
script.Parent.Text = "Your dialogue 3"
wait(3)
script.Parent.Visible = false
wait(1)
debug = false
end
end)
btw "CutscenePart" has to be the object that u want the cutscene to be triggered by. it has to be called "CutscenePart" even if 1 of the letters are not capital it will now work
feel free to ask questions
hello tysm but the cutscene still doesn't work because I don't know how to trigger it and he didn't explain it do I need to script it or what because he only tells us to put the part down and then we do nothing with it. so pls respond..
@@gilliannunes2400 you have to place the part down and then add the script that i mentioned in my comment to it
@@gilliannunes2400 also u gotta rename the part to "CutscenePart" with a capital c and p